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Two features that should be added for episode 13


bluebomberdude

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Here are two features that should be included in episode 13:

1) After knocking out a pokemon from a trainer, before switching out, it should tell the player how many are left. Pokemon Zeta has this, and since Reborn has already borrowed some of its code already, it would not be hard to implement. This would be helpful, as I often forget how many pokemon a trainer has left.

2) Placing a transition gate between Agate Circus and Route 2.

nn4bv8.jpg

The above image shows where I think the gate should be. If a transition gate was place between these two locations (putting these locations onto separate maps), I think would reduce lag both in Route 2 and in Agate Circus. Although this gate would detract from a connected world, it wouldn't matter that much, as this has been done in Route 1, so the same should be done here to hopefully reduce lag. I hope that Ame takes this into consideration, as the lag here for me is worse than the city.

Thanks for reading, and hopefully these features/ideas are taken into considerations for the next episode.

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Here are two features that should be included in episode 13:

1) After knocking out a pokemon from a trainer, before switching out, it should tell the player how many are left. Pokemon Zeta has this, and since Reborn has already borrowed some of its code already, it would not be hard to implement. This would be helpful, as I often forget how many pokemon a trainer has left.

^^ This... I've always had concerns when battling tough gym leaders. I always get excited because I think I've taken out all their Pokemon, but to my surprise, I haven't.

Another possible thing that I wish all Pokemon games had was to show what stats are boosted and by how much, kind of like online battling does. I know there isn't much room in the battle screen to show it and I'm sure the coding for something like this would be extremely infuriating, but sometimes its good to know how much a stat has boosted during a battle.

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I actually consider the whole keeping track of the opponent's number of pokemon thing to be part of the challenge of Reborn, but I TOTALLY support separating route 2 and the circus. SO MUCH LAG

Edited by Eagleby18
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The gate seems like a good idea.

The number of pokes thing should be "natural". And what i mean is: I don't know why it doesn't work. Maybe it's an essentials issue. Maybe it's something else. Maybe Ame doesn't care.

For the status boost thing: Do we really need that? That doesn't exist in any mainstream game, and i don't know if it's all necessary. Unless Ame wants to make something unique. But that's up to her... and Guardian.

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I was thinking about doing the checkpoint thing there anyway. Although if I do, does it not make some sense to spread some check points through the city as well, or otherwise break it up some how? I had been planning on doing that, including a circus gate, when the game was finished to make a lighter-weight, lag free version. Although, the city is substantially more interconnected, especially around the Peridot ward (where Jasper and Lapis are also visible within the same field of vision) so it is a greater loss there.

Would that be worth it as well?

With the other thing, by 'tell you how many are left' do you mean re-display the lit-up Pokeball thing? It's something that's in canon games, so I would be willing to snag that if that's the code zeta has.

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I would really like gates between the gates to reduce lags. Even more so because the lags only got worse since the recent episode.

About the VS Seeker: Well if you put Trainer who rechallenge you every day you could as well put the VS Seeker in the game. Maybe at the Agate Circus because of the point of no return there.

Edited by Yazmat
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I was thinking about doing the checkpoint thing there anyway. Although if I do, does it not make some sense to spread some check points through the city as well, or otherwise break it up some how? I had been planning on doing that, including a circus gate, when the game was finished to make a lighter-weight, lag free version. Although, the city is substantially more interconnected, especially around the Peridot ward (where Jasper and Lapis are also visible within the same field of vision) so it is a greater loss there.

Would that be worth it as well?

You already suggested that some time ago, right? I don't think it's worth it, but... try it? I'd like to see how that (the gates) would work. I have an idea of what it would look like, but i can't give a "solid opinion" until i see it working.

I believe you should try and we see how it works.

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I suggested it some time ago, decided not to based on feedback, but really I'm still thinking about it because lag being "inevitable" is a horrible thing.

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I suggested it some time ago, decided not to based on feedback, but really I'm still thinking about it because lag being "inevitable" is a horrible thing.

Erm... I feel bad for having said that now ;-;. Considering the fact I think that was based off my statement. ;-; But creating gates could be a good idea for places like the transition from Peridot to Jasper. You could say that they had to set it up due to the dangerous situation occurring in Jasper and Beryl. Route 2 gates could definitely solve the lag. You could also say that the area is shut off in search of a man flying past the circus and into Route 2.

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Don't feel bad for saying it; it's true. I regret that the game is in such a condition that it is true, in the first place.

I still believe you should do it anyway.

Just consider that: Some people (like me) don't care about lag at all. Sure Route 2 is laggy, but i can deal with it. It barely lags in the city for me, and i'd prefer if you kept the city the way it is.

However, you should make the game "playable" for everyone. Since the lag can make some people stop playing, (Cuz not everyone likes lag... it's not like i like it either) it's better that you just use the gates thingy. It affects the way the city looks, but it gets rid of a problem. And getting rid of a problem is always better.

So yeah: I thought about it, and if i had to decide, i'd say: "Just... just do the gates thing." Go ahead and do it. I don't mind now ^_^

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You could put the gates in the city not as checkpoints, aka invisible. I mean, one problem you mentioned with the city gates is that it would be less "connected". I think that if you put a gate, but without a building, just like the end of a map, it would be just like the same. If the previous map still has the visible part of the next, I think it won't give the impressin of a "cut" map... I don't know if I'm being clear enough...

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An RPG Maker trick I learned a long time ago to make maps seem integrated and seamless was thus:

1. Create a large map with all the interconnected parts put together (The city as it is now)

2. Keeping the original, break up the parts of the maps into manageable chunks and give them their own map ID's

3. From the original map, identify how much of the surrounding area that a player should be able to see from any given part of a specific sub-area and add that much plus 1 tile (Including any events) to the edge of each sub-map

Doing this keeps the feeling of size for the city, but should only add a little bit of loading time while almost completely eradicating lag.

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